Hello fellow mobile developers! It has been a long and arduous journey, and all but 7 of my pubic hairs have been torn out, but I am at least alive to tell the tale. Behold! Our first mobile title, Ball til you Fall. Please offer your honest critiques opinions at your leisure. I can take it. Ball til you Fall Nicholas Brongers BALL til you FALL is a lighthearted basketball shooter with attitude. Swipe the ball at the hoop to score, but beware! … Free Buy Now Watch Media DetailsBALL til you FALL is a lighthearted basketball shooter with attitude. Swipe the ball at the hoop to score, but beware! Missed shots come with a penalty. If you hit the backboard, you risk pushing the hoop off of the edge! Collect gems to win new balls with mysterious new abilities that can give you that competitive edge. Information Seller:Nicholas Brongers Genre:Action, Sports Release:Apr 29, 2019 Updated:Apr 29, 2019 Version:1.0 Size:141.9 MB TouchArcade Rating:Unrated User Rating:Unrated Your Rating:unrated Compatibility:HD Universal We realize it's no free lunch, so we're keen to give back to the community, if anybody's interested. We will faithfully update this thread on monthly basis with details on this game's earnings from ad revenue. BTYF only uses Unity Ads for monetization. http://balltilyoufall.iazora.com Much love, Cody and Nick (Iazora Games) *Edit* It looks like the link might be too new for the forum's automated system to process, so here is the App Store link for the time being: https://itunes.apple.com/us/app/ball-til-you-fall/id1435867488 Asp Well-Known Member Aug 3, 2017 769 196 43 #2 Asp, May 1, 2019 Clever and compulsive basketballer. Hard to learn but easy to master, once the fairly obvious trick of aiming straight is discovered. Definitely my game of the hour. I look forward to seeing monthly revenue details. Will be interesting to compare with ad income we see from YouTube. Hope the hair grows back. Cody Lee likes this. Cody Lee Member Apr 26, 2019 6 3 3 Male #3 Cody Lee, May 1, 2019 Hey, thanks Asp! You may be the first person outside of our beta tester group that's played it. Thanks for giving it a chance. The game was admitted into the App Store 2 days ago. We haven't done any promotion of it yet, except for this very thread. So far, no money has been spent on advertising it, although that prospect is on the table. Since its debut 2 days ago, the game has made $1.23 in ad revenue from Unity Ads. As soon as there are enough data points, we'll publish some screenshots of the Unity Ads dashboard. Asp likes this. eijouchi Member Patreon Indie Apr 24, 2019 8 4 3 Male #4 eijouchi, May 2, 2019 Nice design, very simple but still attractive. However, I confuse three things that: How can I buy a new ball with 400 gems I had, and If I can change the background, that will be nice. The last thing is what is the meaning of Boom ball. Hope the game will be better in the future. And maybe You can consider increasing the number of Popup Ads. Asp Well-Known Member Aug 3, 2017 769 196 43 #5 Asp, May 2, 2019 500 gems will buy a new ball, and optional ads will pay 100 gems each. I think the bomb ball is there to be annoying, at which it succeeds. I haven’t found a way to avoid the net being pushed backwards, even when dropping a bomb through the hoop. The more I play, the more I appreciate the effort which has been put into the physics, with each ball/object behaving differently, both through the net and on the ground. My favourites at the moment are the champagne bottles, especially seeing the used ones roll about. Also good to hear they all have their own sounds. eijouchi Member Patreon Indie Apr 24, 2019 8 4 3 Male #6 eijouchi, May 2, 2019 Just my idea, The bomb may be misfocus and think this is a normal ball; but because we are not in strict in a time limit, so a bomb won't be annoying. Or maybe set the time limit 1 min for each play, each passing ball plus 2s, with this rule, maybe the bomb will be very annoyed Cody Lee Member Apr 26, 2019 6 3 3 Male #7 Cody Lee, May 2, 2019 Wow, some great constructive critique so far! Thanks! eijouchi's points: You're absolutely right about the backgrounds, it seems like a no-brainer that there should some more of them besides the cityscape. I don't even have a good reason for why we neglected to add more backgrounds. Perhaps this should be a goal for a future update. 500 is certainly an arbitrary number, so I don't blame you for being confused at first. We originally wanted 100 gems to be the cost for a new ball, but settled on 500 for a bunch of (perhaps stupid) reasons. The bomb ball is as Asp describes it, it's just supposed to be an event that disrupts your flow. You're right though, since there's no time demand, it's not much of a distraction. Your idea about a time limit, as well as earning extra seconds from successful shots is pretty clever. That sounds like it would be quite fun, I might have to test it out! Thanks for the advice about the ads. After we have a month's worth of data from Unity Ads, we might put some more interstitials in, but take care not to make them too invasive (if that's even possible with ads). Asp's points: The idea with the bomb is to simply flick it hard left or hard right, so that it completely misses the backboard and explodes behind it. Then, the backboard won't move. It's possible that this might not be very self-explanatory, so we might have to add a helper widget that is displayed when the bomb first appears. Thank you for the compliments! Glad you like the SFX. We took a Zoom recorder and sampled all sorts of sounds around the house and in the garage for the balls. Asp likes this. Grist Well-Known Member Nov 7, 2008 362 25 28 VP of Marketing Massachusetts #8 Grist, May 3, 2019 I can't determine how to consistently shoot the ball directly at the net. The game seems to randomly cause some flicks to veer away from the basket, despite my efforts to flick in a straight line at the basket. Also, I hate games that have ads without offering the option to pay for ad removal. Cody Lee likes this. Cody Lee Member Apr 26, 2019 6 3 3 Male #9 Cody Lee, May 4, 2019 Thanks for checking BTYF out, Grist. That definitely sounds annoying! Can you share what device you're using? Does it have a small screen? Fair enough! I totally sympathize with you. I loathe ads as well. In your opinion, do you think it would be worthwhile to offer a paid version as well? Grist Well-Known Member Nov 7, 2008 362 25 28 VP of Marketing Massachusetts #10 Grist, May 4, 2019 Yes, it would definitely be worthwhile -- at least to your game's users -- for you to offer a paid version. However, if you can't improve the apparently faulty touch detection when shooting, I doubt many people will opt to pay for this game. Cody Lee likes this. Cody Lee Member Apr 26, 2019 6 3 3 Male #11 Cody Lee, May 6, 2019 Thank you for your honest critique, Grist. I have a suspicion that the annoying issue you're facing has something to do with how the swipe gesture is sampled. It's possible that it's not quite accurately detecting the direction of your swipe, perhaps because of the swipe duration (i.e., the time interval between your finger making contact and then releasing from the screen). I will go back to the drawing board and try and correct this at once! By the way, thanks a lot for trying it on all 3 of your devices, we wish it was a more pleasurable experience! (You must log in or sign up to post here.) Show Ignored Content Share This Page Tweet Your name or email address: Do you already have an account? No, create an account now. Yes, my password is: Forgot your password? Stay logged in
Clever and compulsive basketballer. Hard to learn but easy to master, once the fairly obvious trick of aiming straight is discovered. Definitely my game of the hour. I look forward to seeing monthly revenue details. Will be interesting to compare with ad income we see from YouTube. Hope the hair grows back.
Hey, thanks Asp! You may be the first person outside of our beta tester group that's played it. Thanks for giving it a chance. The game was admitted into the App Store 2 days ago. We haven't done any promotion of it yet, except for this very thread. So far, no money has been spent on advertising it, although that prospect is on the table. Since its debut 2 days ago, the game has made $1.23 in ad revenue from Unity Ads. As soon as there are enough data points, we'll publish some screenshots of the Unity Ads dashboard.
Nice design, very simple but still attractive. However, I confuse three things that: How can I buy a new ball with 400 gems I had, and If I can change the background, that will be nice. The last thing is what is the meaning of Boom ball. Hope the game will be better in the future. And maybe You can consider increasing the number of Popup Ads.
500 gems will buy a new ball, and optional ads will pay 100 gems each. I think the bomb ball is there to be annoying, at which it succeeds. I haven’t found a way to avoid the net being pushed backwards, even when dropping a bomb through the hoop. The more I play, the more I appreciate the effort which has been put into the physics, with each ball/object behaving differently, both through the net and on the ground. My favourites at the moment are the champagne bottles, especially seeing the used ones roll about. Also good to hear they all have their own sounds.
Just my idea, The bomb may be misfocus and think this is a normal ball; but because we are not in strict in a time limit, so a bomb won't be annoying. Or maybe set the time limit 1 min for each play, each passing ball plus 2s, with this rule, maybe the bomb will be very annoyed
Wow, some great constructive critique so far! Thanks! eijouchi's points: You're absolutely right about the backgrounds, it seems like a no-brainer that there should some more of them besides the cityscape. I don't even have a good reason for why we neglected to add more backgrounds. Perhaps this should be a goal for a future update. 500 is certainly an arbitrary number, so I don't blame you for being confused at first. We originally wanted 100 gems to be the cost for a new ball, but settled on 500 for a bunch of (perhaps stupid) reasons. The bomb ball is as Asp describes it, it's just supposed to be an event that disrupts your flow. You're right though, since there's no time demand, it's not much of a distraction. Your idea about a time limit, as well as earning extra seconds from successful shots is pretty clever. That sounds like it would be quite fun, I might have to test it out! Thanks for the advice about the ads. After we have a month's worth of data from Unity Ads, we might put some more interstitials in, but take care not to make them too invasive (if that's even possible with ads). Asp's points: The idea with the bomb is to simply flick it hard left or hard right, so that it completely misses the backboard and explodes behind it. Then, the backboard won't move. It's possible that this might not be very self-explanatory, so we might have to add a helper widget that is displayed when the bomb first appears. Thank you for the compliments! Glad you like the SFX. We took a Zoom recorder and sampled all sorts of sounds around the house and in the garage for the balls.
I can't determine how to consistently shoot the ball directly at the net. The game seems to randomly cause some flicks to veer away from the basket, despite my efforts to flick in a straight line at the basket. Also, I hate games that have ads without offering the option to pay for ad removal.
Thanks for checking BTYF out, Grist. That definitely sounds annoying! Can you share what device you're using? Does it have a small screen? Fair enough! I totally sympathize with you. I loathe ads as well. In your opinion, do you think it would be worthwhile to offer a paid version as well?
Yes, it would definitely be worthwhile -- at least to your game's users -- for you to offer a paid version. However, if you can't improve the apparently faulty touch detection when shooting, I doubt many people will opt to pay for this game.
Thank you for your honest critique, Grist. I have a suspicion that the annoying issue you're facing has something to do with how the swipe gesture is sampled. It's possible that it's not quite accurately detecting the direction of your swipe, perhaps because of the swipe duration (i.e., the time interval between your finger making contact and then releasing from the screen). I will go back to the drawing board and try and correct this at once! By the way, thanks a lot for trying it on all 3 of your devices, we wish it was a more pleasurable experience!